<?xml version="1.0" encoding="utf-8"?>
<Defs>

	<ThingDef>
		<defName>Projectile_CE_KijinDarkmatter</defName>
		<label>dark matter</label>
		<category>Projectile</category>
		<altitudeLayer>Projectile</altitudeLayer>
		<thingClass>CombatExtended.BulletCE</thingClass>
		<tickerType>Normal</tickerType>
		<useHitPoints>False</useHitPoints>
		<neverMultiSelect>True</neverMultiSelect>
		<graphicData>
			<texPath>Kijin/Projectile/Projectile_Darkmatter</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>KijinDarkMatter</damageDef>
			<speed>6</speed>
			<damageAmountBase>1</damageAmountBase>
			<armorPenetrationSharp>0.25</armorPenetrationSharp>
			<armorPenetrationBlunt>2</armorPenetrationBlunt>
			<flyOverhead>false</flyOverhead>
		</projectile>
	</ThingDef>

	<ThingDef ParentName="BaseFlamethrowerBullet">
		<defName>Bullet_CE_KijinFlame</defName>
		<thingClass>CombatExtended.ProjectileCE_Explosive</thingClass>
		<label>Blazing Orb</label>
		<graphicData>
			<texPath>Kijin/Projectile/FireA</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>Flame</damageDef>
			<damageAmountBase>3</damageAmountBase>
			<soundExplode>CE_FlamethrowerExplosion</soundExplode>
			<explosionRadius>1.0</explosionRadius>
			<ai_IsIncendiary>true</ai_IsIncendiary>
		</projectile>
	</ThingDef>
<!--
	<ThingDef ParentName="BaseGrenadeProjectile">
		<defName>Proj_KijinSmoke</defName>
		<label>smoke grenade</label>
		<graphicData>
			<texPath>Kijin/Projectile/SmokeBomb</texPath>
			<graphicClass>Graphic_Single</graphicClass>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<explosionRadius>3.5</explosionRadius>
			<damageDef>Smoke</damageDef>
			<suppressionFactor>0.0</suppressionFactor>
			<dangerFactor>0.0</dangerFactor>
			<explosionDelay>30</explosionDelay>
			<dropsCasings>true</dropsCasings>
			<casingMoteDefname>Fleck_GrenadePin</casingMoteDefname>
			<casingFilthDefname>Filth_GrenadeAmmoCasings</casingFilthDefname>
			<postExplosionGasType>BlindSmoke</postExplosionGasType>
			<preExplosionSpawnChance>1</preExplosionSpawnChance>
			<speed>8</speed>
		</projectile>
	</ThingDef>
-->
</Defs>